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Old 07-24-2020, 09:39 AM   #1
Kromm
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Join Date: Jul 2004
Location: Montréal, Québec
Default GURPS Magic: The Least of Spells

Five seconds to speak
Seven magic syllables
Not quite a triplet
— Rhyming Roger, Hedge Wizard & Troubadour
When running a campaign that includes magic, you don't always want high-powered magic. Even when you do, the genre might be classic sword and sorcery – or horror – where heroes can dabble in the arcane (often unwisely . . .), but true magical power is for villains or monsters. Or perhaps you're fine with archmage PCs, but some of the players would like to play amateurs, apprentices, or hedge wizards who happen to know a simple spell or three.

GURPS Magic isn't precisely bad for that, but it presents a structure that strongly encourages magic-workers to delve both widely and deeply into magic, building their entire career around it. What GURPS Magic: The Least of Spells offers is a way to keep that system but introduce easy, low-powered magic for the masses. It presents 77 trivial spells spread across the 24 standard colleges, along with advice on fitting them into your game.

Why should mages have all the fun?


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